Design Fundamentals of Stealth Gameplay in the Thief Series at GDC Radio - by butsomuch
butsomuch on 9/6/2006 at 05:38
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http://gamasutra.com/features/20060606/gamapodcast_01.shtml)
Quote:
GDC Radio: Design Fundamentals of Stealth Gameplay in the Thief Series Randy Smith - Project Director, Ion Storm
Length - 58:11This presentation deconstructs the stealth gameplay in the Thief series of games by using the design concept of analog interaction structures. Analog interaction structures (roughly, a collection of player-influenced, interacting game systems) contrast with discrete interaction structures by creating environments where open-ended player expression is possible. Analog interaction structures empower players with meaningful choices in the game world and enable players to make plans and take actions that do not require explicit designer support. These qualities are essential not only to stealth in Thief but to other types of core gameplay in any number of products that enjoy both critical and financial success.
This presentation lists and describes the elements of analog interaction structures, discusses the boundaries between analog interaction structures and discrete interaction structures, and illustrates how analog interaction structures enable meaningful, open-ended player expression. In order to illustrate concepts, examples are drawn from Thief and many other games.
Takeaway: Attendees learn how to implement analog interaction structures and apply them appropriately to their own game designs. They also learn how analog interaction structures can be a tool to create completely new types of gameplay.
Intended Audience/Prerequisite: This lecture benefits any designer who wants a new analytical tool for creating open-ended gameplay and empowering player expression. A passing knowledge of stealth gameplay in the Thief series is helpful but not necessary.
Dr Sneak on 9/6/2006 at 11:58
Cool! Downloading now!:cool: